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#Actualfip

Posted 13 December 2012 - 04:01 AM

Hi,
Ive tested this SDL simple example and it doesnt run in my gpu neither.... although it initializes the video mode with SDL_OPENGL

example from http://lazyfoo.net/SDL_tutorials/lesson36/index.php

This is driving me nuts.............

I'll post my glut+Opengl window creation & initialization code soon, now i have to leave.

[source lang="cpp"]/*This source code copyrighted by Lazy Foo' Productions (2004-2012)and may not be redistributed without written permission.*///The headers#include "SDL.h"#include "SDL_opengl.h"//Screen attributesconst int SCREEN_WIDTH = 640;const int SCREEN_HEIGHT = 480;const int SCREEN_BPP = 32;//The frame rateconst int FRAMES_PER_SECOND = 60;//Event handlerSDL_Event event;//Rendering flagbool renderQuad = true;//The timerclass Timer{ private: //The clock time when the timer started int startTicks; //The ticks stored when the timer was paused int pausedTicks; //The timer status bool paused; bool started; public: //Initializes variables Timer(); //The various clock actions void start(); void stop(); void pause(); void unpause(); //Gets the timer's time int get_ticks(); //Checks the status of the timer bool is_started(); bool is_paused();};bool initGL(){ //Initialize Projection Matrix glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //Initialize Modelview Matrix glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); //Initialize clear color glClearColor( 0.f, 0.f, 0.f, 1.f ); //Check for error GLenum error = glGetError(); if( error != GL_NO_ERROR ) { printf( "Error initializing OpenGL! %s\n", gluErrorString( error ) ); return false; } return true;}bool init(){ //Initialize SDL if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 ) { return false; } //Create Window if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ) == NULL ) { return false; } //Enable unicode SDL_EnableUNICODE( SDL_TRUE ); //Initialize OpenGL if( initGL() == false ) { return false; } //Set caption SDL_WM_SetCaption( "OpenGL Test", NULL ); return true;}void handleKeys( unsigned char key, int x, int y ){ //Toggle quad if( key == 'q' ) { renderQuad = !renderQuad; }}void update(){}void render(){ //Clear color buffer glClear( GL_COLOR_BUFFER_BIT ); //Render quad if( renderQuad == true ) { glBegin( GL_QUADS ); glVertex2f( -0.5f, -0.5f ); glVertex2f( 0.5f, -0.5f ); glVertex2f( 0.5f, 0.5f ); glVertex2f( -0.5f, 0.5f ); glEnd(); } //Update screen SDL_GL_SwapBuffers();}void clean_up(){ //Quit SDL SDL_Quit();}Timer::Timer(){ //Initialize the variables startTicks = 0; pausedTicks = 0; paused = false; started = false;}void Timer::start(){ //Start the timer started = true; //Unpause the timer paused = false; //Get the current clock time startTicks = SDL_GetTicks();}void Timer::stop(){ //Stop the timer started = false; //Unpause the timer paused = false;}void Timer::pause(){ //If the timer is running and isn't already paused if( ( started == true ) &amp;&amp; ( paused == false ) ) { //Pause the timer paused = true; //Calculate the paused ticks pausedTicks = SDL_GetTicks() - startTicks; }}void Timer::unpause(){ //If the timer is paused if( paused == true ) { //Unpause the timer paused = false; //Reset the starting ticks startTicks = SDL_GetTicks() - pausedTicks; //Reset the paused ticks pausedTicks = 0; }}int Timer::get_ticks(){ //If the timer is running if( started == true ) { //If the timer is paused if( paused == true ) { //Return the number of ticks when the timer was paused return pausedTicks; } else { //Return the current time minus the start time return SDL_GetTicks() - startTicks; } } //If the timer isn't running return 0;}bool Timer::is_started(){ return started;}bool Timer::is_paused(){ return paused;}int main( int argc, char *argv[] ){ //Quit flag bool quit = false; //Initialize if( init() == false ) { return 1; } //The frame rate regulator Timer fps; //Wait for user exit while( quit == false ) { //Start the frame timer fps.start(); //While there are events to handle while( SDL_PollEvent( &amp;event ) ) { if( event.type == SDL_QUIT ) { quit = true; } else if( event.type == SDL_KEYDOWN ) { //Handle keypress with current mouse position int x = 0, y = 0; SDL_GetMouseState( &amp;x, &amp;y ); handleKeys( event.key.keysym.unicode, x, y ); } } //Run frame update update(); //Render frame render(); //Cap the frame rate if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0;}[/source]

#1fip

Posted 13 December 2012 - 03:47 AM

Hi,
Ive tested this SDL simple example and it doesnt run in my gpu neither.... although it initializes the video mode with SDL_OPENGL

example from http://lazyfoo.net/SDL_tutorials/lesson36/index.php

This is driving me nuts.............
[source lang="cpp"]/*This source code copyrighted by Lazy Foo' Productions (2004-2012)and may not be redistributed without written permission.*///The headers#include "SDL.h"#include "SDL_opengl.h"//Screen attributesconst int SCREEN_WIDTH = 640;const int SCREEN_HEIGHT = 480;const int SCREEN_BPP = 32;//The frame rateconst int FRAMES_PER_SECOND = 60;//Event handlerSDL_Event event;//Rendering flagbool renderQuad = true;//The timerclass Timer{ private: //The clock time when the timer started int startTicks; //The ticks stored when the timer was paused int pausedTicks; //The timer status bool paused; bool started; public: //Initializes variables Timer(); //The various clock actions void start(); void stop(); void pause(); void unpause(); //Gets the timer's time int get_ticks(); //Checks the status of the timer bool is_started(); bool is_paused();};bool initGL(){ //Initialize Projection Matrix glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //Initialize Modelview Matrix glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); //Initialize clear color glClearColor( 0.f, 0.f, 0.f, 1.f ); //Check for error GLenum error = glGetError(); if( error != GL_NO_ERROR ) { printf( "Error initializing OpenGL! %s\n", gluErrorString( error ) ); return false; } return true;}bool init(){ //Initialize SDL if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 ) { return false; } //Create Window if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ) == NULL ) { return false; } //Enable unicode SDL_EnableUNICODE( SDL_TRUE ); //Initialize OpenGL if( initGL() == false ) { return false; } //Set caption SDL_WM_SetCaption( "OpenGL Test", NULL ); return true;}void handleKeys( unsigned char key, int x, int y ){ //Toggle quad if( key == 'q' ) { renderQuad = !renderQuad; }}void update(){}void render(){ //Clear color buffer glClear( GL_COLOR_BUFFER_BIT ); //Render quad if( renderQuad == true ) { glBegin( GL_QUADS ); glVertex2f( -0.5f, -0.5f ); glVertex2f( 0.5f, -0.5f ); glVertex2f( 0.5f, 0.5f ); glVertex2f( -0.5f, 0.5f ); glEnd(); } //Update screen SDL_GL_SwapBuffers();}void clean_up(){ //Quit SDL SDL_Quit();}Timer::Timer(){ //Initialize the variables startTicks = 0; pausedTicks = 0; paused = false; started = false;}void Timer::start(){ //Start the timer started = true; //Unpause the timer paused = false; //Get the current clock time startTicks = SDL_GetTicks();}void Timer::stop(){ //Stop the timer started = false; //Unpause the timer paused = false;}void Timer::pause(){ //If the timer is running and isn't already paused if( ( started == true ) && ( paused == false ) ) { //Pause the timer paused = true; //Calculate the paused ticks pausedTicks = SDL_GetTicks() - startTicks; }}void Timer::unpause(){ //If the timer is paused if( paused == true ) { //Unpause the timer paused = false; //Reset the starting ticks startTicks = SDL_GetTicks() - pausedTicks; //Reset the paused ticks pausedTicks = 0; }}int Timer::get_ticks(){ //If the timer is running if( started == true ) { //If the timer is paused if( paused == true ) { //Return the number of ticks when the timer was paused return pausedTicks; } else { //Return the current time minus the start time return SDL_GetTicks() - startTicks; } } //If the timer isn't running return 0;}bool Timer::is_started(){ return started;}bool Timer::is_paused(){ return paused;}int main( int argc, char *argv[] ){ //Quit flag bool quit = false; //Initialize if( init() == false ) { return 1; } //The frame rate regulator Timer fps; //Wait for user exit while( quit == false ) { //Start the frame timer fps.start(); //While there are events to handle while( SDL_PollEvent( &event ) ) { if( event.type == SDL_QUIT ) { quit = true; } else if( event.type == SDL_KEYDOWN ) { //Handle keypress with current mouse position int x = 0, y = 0; SDL_GetMouseState( &x, &y ); handleKeys( event.key.keysym.unicode, x, y ); } } //Run frame update update(); //Render frame render(); //Cap the frame rate if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0;}[/source]

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